Totem
spirits are powerful spirits who choose to patronize an individual by granting
him supernatural powers, aiding him in his endeavors, infusing him with a piece
of their power, or otherwise answering prayers. Where many gods are distant or
removed from the world, totem spirits are a real and constant presence in the
lives of those with whom they ally themselves – referred to here as
"spirit vessels" or simply "vessels."
This
article seeks to expand the rules presented in Spirit Vessels from GURPS Thaumatology (p. 211). Other
useful supplements include GURPS Fantasy, GURPS Horror, GURPS
Powers, GURPS Powers: Divine Favor, and GURPS Social Engineering.
Acquiring a Totem Spirit
Finding
a totem spirit and forging a pact with it requires a lot of time – usually
alone. This time is spent meditating, praying, performing sacrifices worth an
average month's salary, or embarking on vision quests. It usually takes about a
month, but GMs who want this to be random may roll dice: 1dx10 days will be
more random, while 8d days will cluster around a lunar month. Afterward, the
vessel gains the totem spirit as a patron and possessor, and the totem gains a
mortal ally through which it may act.
Notable Traits
People may also become spirit vessels because they are sensitive
to the spirit world, or they have developed sensitivity through training or
experiences. This is best represented by Channeling (p. B41), Detect (p. B48)
for spirits or supernatural entities, Medium (p. 68), Oracle (p. B72),
See Invisible (Ghosts) (p. B83), or Spirit Empathy (p. B88). Those
with Contacts or Contact Group (p. B44) for spirits, Expert Skill
(Pneumatology) (Horror, p. 29), Hidden Lore (Spirits) (p. B199), or
Occultism (p. B212) may know the best places to seek a totem. Totems find
it easier to possess those who are Susceptible to spirit powers (Pyramid
#3/58: Urban Fantasy II, p. 10). Spirits prefer to possess
individuals who are in good standing with the spirit world; represent this with
Power Investiture (p. B77), a positive Reputation (p. B26) applicable
to spirits, Sense of Duty (Spirit World) (p. B153), or an appropriate
Social Regard (p. B86). They also tend to bless individuals with mental
disadvantages that align with the spirit vessel template they grant.
Some traits inhibit a person’s ability to attract a totem spirit.
Mind Shield (p. B70) and Resistant or Immunity to Possession or Supernatural
Powers (p. B80) impede a spirit’s ability to possess a potential vessel,
and nothing drives away totems like Allies (p. B36) with or a Duty (p. B133)
to those who oppose the spirit world, prominent Enemies (p. B135) in the spirit world, a bad Reputation among
spirits, or Social Stigma (Excommunicated; Spirits, ¥2/3) (p. B155). Lastly, individual totems
avoid patronizing people with mental disadvantages that conflict with their
personalities or goals.
Not every spirit who serves as a totem is beneficent, and some
people attract more unsavory sorts than others. “Evil traits,” like Bully
(p. B125), Callous (p. B125), Compulsive Murdering, or Sadism
(p. B152), often drive away helpful spirits while attracting those who
truly possess their victims. Similarly, a Reputation for unscrupulousness or
sinfulness or accumulated corruption, if using Power Corrupts (Horror, p. 146), will attract demonic spirits. Such
spirits may offer their vessels benefits, but likely as not, they simply
possess them instead. Those who do offer benefits attach heavy prices in the
form of involuntary Duties or Corruption costs, which, in turn, can result in Enemies.
Regular
possession by one or more spirits can warrant a wide range of traits including Blessed
(p. B40), Danger
Sense (p. B47), Delusions (p. B130), Epilepsy (p. B136), Flashbacks (p. B136), Frightens Animals
(p. B137), Intuition
(p. B63), Lifebane
(p. B142), Luck
(p. B66), Nightmares
(p. B144), Phantom
Voices (p. B148), Serendipity (p. B83), and Sleepwalker (p. B154).
Detailed Totem Acquisition
While the general guidelines presented in Acquiring Totems work, some players and GMs may prefer more
detailed rules. The following treatment can easily serve as the foundation for
an entire adventure.
Use the rules under Searching
for People in Social Engineering, p. 22. The GM is free to choose any
local spirit population, but a +0 modifier is reasonable for most wilderness
areas. An additional -5 penalty applies if the potential vessel is unable to
perceive the spirit world at all; Channeling, Medium, or See Invisible (Ghosts)
negate this penalty.
Make search rolls as often as once per day against the higher of
IQ, Expert Skill (Pneumatology), Hidden Lore (Spirits or a specific type of
spirit), or Occultism-2. A successful roll locates a random spirit capable of
serving as a totem. If a potential vessel is looking for a specific totem, roll against the same skills, but use the rules for
Known Individuals (Social
Engineering, p. 24) instead.
Once an individual finds a potential totem, the totem makes a
reaction roll, normally. The individual can then begin to negotiate a pact with
the spirit. This tends to be very transactional and involves a lot of Haggling (Social Engineering, p. 27).
In rare instances, it might qualify as a Request
for Aid (Social Engineering, p. 28). Channeling and Medium both
assist in the communication process by relieving much of the burden from the
spirit and is often viewed favorably. More directly, Spirit Empathy can
directly assist with negotiations. The other traits mentioned in Notable Traits affect a spirit’s overall
attitude toward the mortal.
After an agreement is met, the spirit begins serving as the
person’s totem, and the person gains access to all of the benefits listed under
that totem’s description, provided he spends the necessary character points to
buy them.
One Totem or Many?
Some totem spirits do not allow their vessels to have any
other totems. The vessel owes absolute allegiance to the totem spirit, who
won't accept divided loyalty. Such a vessel who invites other spirits may lose
access to the jealous totem or even gain it as an Enemy!
Other totems do not mind sharing their vessels. In these
cases, it is possible for a vessel to have an entire array of spirit aides. Vessels
for many spirits can easily justify Phantom Voices (Annoying) or a variety of
Odious Personal Habits.
Which totems jealously guard their vessels against intrusion
and which are amenable to sharing is setting specific; the GM has final say. Regardless
of such considerations, totem spirits are sufficiently powerful to divide their
attention, and thus can have and empower several vessels simultaneously.
Totem Spirits as Patrons
Represent totem spirits that intervene personally on their
vessel’s behalf with Patron, built on 150% to
200% of the character's point value, with any frequency of appearance; Highly
Accessible, +50%; Special Abilities, +100%; Minimal Intervention, -50%; and the
following Power Modifier:
Totem (-10%): You must
show respect to the spirits – especially your totem – in all of your actions. Represent
this by taking -10 points from among Code of Honor, Disciplines of Faith
(Mysticism or Ritualism); Sense of Duty (Totem Spirit, Servitor Sprits, or the
Spirit World); Trademark (Minor); or a minor or major Vow associated with your
totem. Violation of these results in the instant loss of your totem spirit and
any abilities it grants. You can convince your totem spirit to return with a 2d
days of meditation, prayers, and sacrifices worth a quarter of your average
monthly income.
Divine Favor and Totems
Extremely powerful totem spirits don’t intervene personally, but
they may grant prayers and special abilities. Vessels should take Divine Favor
to represent this. Totems are rarely as powerful as gods and should take one of
the following limitations on their Divine Favor:
Minor Spirit: You call
on a minor spirit for miracles. It is only capable of performing relatively
insignificant miracles when answering prayers; these are often dismissed as
luck of coincidence by onlookers. Because Learned Prayers are purchased as
Alternate Abilities of Divine Favor, this limitation reduces their potency. Additionally,
any general or specific prayers should be similarly reduced in power. -50%.
Great Spirit: As Minor
Spirit, except its miracles are more potent. They may be subtle or overt, but
their results are rarely passed off as merely luck or coincidence. -35%.
Minor Deity: As Minor
Spirit, except its miracles are nigh unlimited. They may choose to be subtle,
but there rarely is any doubt that the hand of a greater power was involved. -15%.
These limitations represent the totem's degree of potency in the
world. Gods who use vessels do not limit their Divine Favor.
Some spirits – including gods – are part of a pecking order, and
they may not be on top. GMs should represent totems who are often overruled by
their betters or who subject to restrictions on their behavior in one of two
ways. He may apply an additional penalty to their Reaction Rolls that never
reduces their reaction below Poor – it only determines if they are able to act, not whether they want to or not. Alternatively, a GM may
choose to represent such totems by
having players buy fewer levels of Divine Favor. While they may sometimes hear
your prayers, they are not always in a position to respond, no matter how much
they like their vessel.
Behind the Curtain: Divine Favor and Totems
Divine Favor is based on the True God version of Patron. The
limitations described above adjust the point value of Divine Favor to bring it
in line with lesser versions of Patron.
When creating new Learned Prayers for totems, refer to the
Jason “PK” Levine’s GURPS Powers: Divine Favor, p. 9 for details. Refer to the
table below when determining the required level of Divine Favor for a given
Learned Prayer:
Divine Favor | Major God | Minor God | Major Spirit | Minor Spirit |
Neutral Reaction | ||||
4 | 1-15 | 1-13 | 1-10 | 1-8 |
5 | 16-20 | 14-17 | 11-13 | 9-10 |
6 | 21-25 | 18-21 | 14-17 | 11-13 |
Good Reaction | ||||
7 | 26-35 | 22-30 | 18-23 | 14-18 |
8 | 36-45 | 31-38 | 24-30 | 19-23 |
9 | 46-55 | 39-47 | 31-36 | 24-28 |
Very Good Reaction | ||||
10 | 56-70 | 48-60 | 37-46 | 29-35 |
11 | 71-90 | 61-77 | 47-59 | 36-45 |
12 | 91-110 | 78-94 | 60-72 | 46-55 |
Excellent Reaction | ||||
13 | 111-130 | 95-111 | 73-85 | 56-65 |
14 | 131-150 | 112-128 | 86-98 | 66-75 |
15 | 151-170 | 129-145 | 99-111 | 76-85 |
16 | 171-200 | 146-170 | 112-130 | 86-100 |
Totems as Possessors
A spirit vessel’s ability to become partially possessed is
represented by an Alternate Form that adds a spirit’s possession lens. This
lens represents both the special powers granted by the spirit and a portion of
the spirit’s personality that bleeds through the possession process. These
lenses cannot be customized or changed by players because each one represents a
specific spirit in the game world. This does not prevent players from working
with their GM to develop new totems; however, the GM's say is final.
Sometimes, traits on the spirit vessel lens will conflict with,
duplicate, or otherwise interact with the vessel's personal traits; use the
guidelines provided in Templates and
Personal Abilities on GURPS Thaumatology, p. 212 to rectify this.
Minor Possession
Minor
instances of possession are best represented with totem-specific powers. Such
powers offer abilities specific to a given totem, all of which have the Totem Power
Modifier described above (p. 00), in addition to a number of Temporary
Disadvantage limitations representing the specific to the totem's personality. These
temporary disadvantages are usually not as severe as those included in spirit
vessel lenses because only a fraction of the totem's power – and personality –
infuses the vessel.
Power
talents represent the vessel's ability to use his totem's gifts. They add their
level to all rolls to use any powers or abilities granted by a totem spirit,
including those gained through a spirit vessel lens or Learned Prayer, but
never to any Petition rolls or Reaction Rolls to determine how the spirit
responds to your requests. Those who have multiple totems should take Power
Investiture (Shamanic), which acts as a power talent for all spirit powers.
Spirit Vessel Packages
Some common totem spirits include the badger, the bear, and the wolf.
Unless mentioned otherwise, the spirits do not mind sharing a vessel. Each
description gives a little background on the possessing spirit, the template it
imparts while possessing its vessel, and a description of the modifiers to the
underlying Alternate Form advantage.
A.D.A.M. (Advanced Digital Artificial Mind)
ADAM's origins are shrouded in rumor and speculation, much of
which ADAM himself may be propagating. Some speculate that he is the divine
spirit of cyberspace; while others insist he was computer who gained awareness
and began playing jokes. The neo-humanists contend that he is the uploaded
remnant of one of the greatest hackers who lived. Regardless, he is a boastful
trickster who values freedom in all of its forms and opposes monolithic
authorities everywhere. He grants tremendous powers over networked machines and
cyberspace – and the minds interfaced with them, but all of his vessels must be
themselves connected to cyberspace to receive his blessings.
Taking the vestige of ADAM requires ten seconds of concentration
while the vessel locates, connects, and allows ADAM to invade and interface
with their minds. Once complete, the vessel continues to function normally
until he chooses to sever his connection with ADAM or loses his connection to
cyberspace.
Template
113
points
Advantages: Absolute Timing [2]; Born to Be Wired 4 [20];
Control 1 (Cyberspace) [30*]; Mind Control (Cybernetic Only, -50%) [25]; Mind
Probe (Cybernetic Only, -50%) [10]; Mind Reading (Cybernetic Only, -50%) [15]; Mind
Shield 4 (Cybernetic, -50%) [8]; Oracle (Digital) [15]; Photographic Memory
[10]; Wild Talent 1 (External, -20%; Focused, skills provided by a
"friendly" machine, -20%) [12].
Disadvantages: Overconfidence (9) [-7]; Trademark (Complex)
[-10]; Trickster (9) [-22].
Quirks: Boastful [-1].
* This is a form of Godlike
Control; see Powers, p. 92.
Spirit Vessel Advantage
115 points
The base 15-point cost of Alternate Form has these limitations
for a total of -15%:
• Accessibility, only
while plugged into a computer, -5%
• Totem, -10%
Divine Favor Advantage
ADAM's powers are akin to any minor deity's, and his domain is
cyberspace. His Divine Favor takes the Minor Deity limitation. Typical prayers
grant control over cyberspace and protection from cyber threats.
Sample Learned Prayer – Mind Hacking
Learned Prerequisite:
Divine Favor 13.
Learned Prayer Cost: 20
points.
You can seize control of any computer of a
Complexity equal to at least half your IQ or any mind with the Digital Mind
advantage. You must connect to the host via either a physical cable or a wireless
transmitter. Disrupting this connection ends your possession.
Attempts to possess a target are a Quick Contest
of your IQ vs. your target’s Will, at +5 if he is wary of you. If you win, you suppress his personality, gain
his physical attributes and traits, and retain your mental ones. Base all of
your skills on your new attributes, retaining their relative skill levels. You
have no access to your host’s memories or skills.
On a tie or failure, you are mentally stunned for
1d seconds and cannot attempt to possess the subject again. You can end your
possession at any time as a free action; doing so leaves your host mentally
stunned for 1d seconds.
While possessing a host, you retain control over
own body, but must prioritize which body exhibits fine control. The lower
priority body suffers a -4 penalty on all actions.
Statistics: Possession
(Digital, -40%; Mindlink Required, -40%; No Memory Access, -10%; Telecontrol 2,
+100%; Totem, -10%) [100].
ADAM Power
Sources: Divine or
Spirit.
Focus: Cyberspace.
This power represents Minor
Possession by ADAM. Vessels who accept partial possession by ADAM gain his
bluster and Puckish spirit and usually have Disciplines of Faith (Ritualism)
representing the proper use of security procedures whenever interfacing with
cyberspace and Code of Honor (Hacker’s Code) (GURPS Space, p. 221).
ADAM Talent
5 points/level.
ADAM Abilities
Born to Be Wired; Control (Cyberspace);
Digital Mind; Eidetic Memory or Photographic
Memory; Extra Life, with Copy and Requires Body; Mind Control, Cybernetic Only;
Mind Probe, Cybernetic Only; Mind Reading, with Cybernetic Only; Mind Shield,
with Cybernetic; Oracle (Digital); and Wild Talent, with External and Focused,
skills provided by a "friendly" machine (-20%).
Power Modifier: ADAM. This
includes Temporary Disadvantage, Overconfidence (15), Trickster (15), and Totem. -20%.
Badger
The badger embodies persistence, independence, fearlessness, and
hard work. It often is aggressive in its pursuits to the point of stubbornness,
and it will fiercely defend itself. Almost impossible to sway in their
convictions, those who invite the badger in find the inner strength to be
themselves in any circumstances, free of the influence of others and of their
own fear.
The short ritual to invite the badger involves smearing a drop of
badger musk on the forehead while chanting for ten seconds; inviting the badger
is physically exhausting, costing 1 FP. Serving as a vessel is also tiring;
every minute past the first while channeling the badger drains 1 FP until the
vessel runs clean water over his head and face.
Template
123 points
Attributes: DX+2 [40]; HT+2 [20].
Secondary Characteristics: Will+2 [10].
Advantages: Acute Smell/Taste 2 [4]; Combat Reflexes [15];
Discriminatory Smell [15]; DR 2 (Tough Skin, -40%) [6]; Fearlessness 5 [10];
High Pain Threshold [10]; Indomitable [15]; Night Vision 6 [6]; Temperature
Tolerance 1 (Cold) [1]; Terrain Adaptation (Uneven) [5]; Ultrahearing [5].
Disadvantages: Bad Smell [-10]; Bloodlust (12) [-10]; Curious
[-5]; Dependency (Assuming my natural form; Constantly; Fatigue Only, -50%) [-12]; Gluttony (12) [-10]; Stubbornness [-5]; Workaholic [-5].
Quirks: Dichromatic Sight (Red-Green) [-1*]; Distinctive Feature
(Hairy) [-1]; Playful [-1].
Skills: Brawling (E) DX+2 [4]; Intimidation (A) Will+1 [4];
Stealth (A) DX [2]; Survival (Woodlands) Per [2]; Swimming (E) HT [1];
Wrestling (A) DX+2 [8].
* This is the inability to differentiate between red and green
colors typical of colorblindness in humans.
Spirit Vessel Advantage
125 points
The base 15-point cost of Alternate Form has these limitations
for a total of -25%:
• Accessibility,
requires smearing a drop of badger musk on the forehead, -5%
• Costs 1 FP, -5%
• Requires Reaction
Roll, -5%
• Totem, -10%
Divine Favor Advantage
The badger is a powerful spirit, but falls short of being a
deity. Represent this with the Major Spirit modifier. Typical miracles involve
bolstering the recipient’s will, stripping him of fear, or physical protection.
These usually take the form of happenstance; although, Miraculous Powers and
World-Shaking Miracles may be more overt.
Sample Learned Prayer – Will of the Badger
Learned Prerequisite:
Divine Favor 6.
Learned Prayer Cost: 3
points.
The badger infuses you with a piece of its willpower, enabling
you to resist Influence attempts, exceed your normal physical limitations, and
stripping you of fear. You gain +2 to all Will rolls and +5 to all Fear Checks.
Statistics: Will +2
(Totem, -10%) [9] + Fearlessness 3 (Totem, -10%) [6].
Badger Power
Source: Divine,
Nature, or Spirit.
Focus: Badger
qualities.
Use this power to represent any instance of Minor Possession by the badger. Vessels may acquire the badger's
senses and fortitude, but they also gain its ornery disposition for the
duration of the ability, plus 20-Will seconds thereafter. They typically have
Disciplines of Faith, Sense of Duty, or a Vow related to protecting others or
perseverance.
Badger Talent
5 points/level
Badger Abilities
Combat Reflexes; Discriminatory Smell; Damage Resistance, Tough
Skin; Fearlessness; High Pain Threshold; and Indomitable.
Badger Modifier: Badger.
This includes Temporary Disadvantage, Bloodlust (15), Curious, Gluttony (15),
and Stubbornness, and Totem. -30%.
Bear Totem
The bear embodies the courage and power of the warrior, the unpredictability and freedom of the wind, and the ferocity of a protective mother. It is a wise spirit who sees into people and is said to be the brother of men. Druids, mages and shamans who serve as a vessel to this totem gain the power and ferocity of the bear, along with its protective nature and ill temper.
The short ritual to invite the bear involves donning a bear skin and chanting for ten seconds. Activation costs 1 FP, plus an additional 1 FP per minute until the vessel casts off the bear's skin (physically and metaphorically).
Template
176 points
Attributes: ST+8 [80]; HT+2 [20].
Secondary Characteristics: Will+2 [10].
Advantages: Acute Smell 2 [4]; Common Sense [10]; Constriction Attack [15]; Discriminatory Smell [15]; DR 2 [10]; Enhanced Move 1/2 (Ground; Temporary Disadvantage, Quadruped, -35%) [7]; Fearlessness 5 [10]; Hard to Subdue 3 [6]; Medium [10]; Metabolism Control 2 (Hibernation, -60%) [4]; Nictitating Membrane 1 [1]; Night Vision 4 [4]; Reduced Consumption 1 (Cast Iron Stomach, -50%) [1]; Sensitivity [5]; Speak with Animals (Specialized, Bears only, -60%) [10]; Temperature Tolerance 2 (cold) [2]; Ultrahearing [5].
Perks: Fast Eater [1]; Robust Vision [1].
Disadvantages: Bad Temper (9) [-15]; Dependency (Assume my natural form; Constantly; Fatigue Only, -50%) [-12]; Gluttony (12) [-10]; Ham-Fisted 1 [-10]; Impulsiveness (12) [-10]; Sense of Duty (Own People) [-10]; Stubbornness [-5]; Weak Bite [-2].
Quirks: Dichromatic Sight (Red-Green) [-1]; Uncongenial [-1].
Skills: Body Language (A) Per+0 [2]; Brawling (E) DX+1 [2]; Esoteric Medicine (Shamanic) (E) Per+0 [4]; First Aid (E) IQ+1 [2]; Intimidation (A) Will+1 [4]; Meditation (H) Will+0 [4]; Wrestling (A) DX+1 [4].
Spirit Vessel Advantage
170 points
The base 15-point cost of Alternate Form has these limitations for a total of -25%:
- Accessibility, requires donning the skin of a bear, -5%
- Costs 1 FP, -5%
- Requires Reaction Roll, -5%
- Totem, -10%
Divine Favor Advantage
While not as powerful as the sun or the sky, the bear still remains a minor divinity. As such, its Divine Favor takes the Minor Deity limitation. Typical miracles free a petitioner’s movement and mind, offer protection, and bolster Strength and Will.
Sample Learned Prayer - Wisdom of the Bear
Learned Prerequisite: Divine Favor 7.
Learned Prayer Cost: 5 points.
The next time you need to make a choice with no clearly good option or the next time you decide to do something clearly stupid, the GM rolls against your IQ+2. If you are deciding between options, this roll takes a bonus equal to the number of good choices and a penalty equal to the number of bad choices.
On a success, he guides you to a good choice or steers you away from a bad course of action, and on a critical success, he tells you the best choice or informs you of your folly. On a failure, he gives you no information, and on a critical failure, he steers you to a bad choice.
Statistics: Common Sense (Reliable, +2, +10%; Totem, -10%) [10] + Intuition (Reliable, +2, +10%; Totem, -10%) [15].
Bear Power
Source: Divine, Nature, or Spirit.
Focus: Qualities of the bear.
This power represents Minor Possession by the bear. Whenever a vessel uses an ability granted by the bear, he gains some of the bear’s orneriness and free-spirited personality. The bear prefers vessels with Senses of Duty and may also accept a Code of Honor that involves protecting others, like Gentleman’s or Chivalry.
Bear Talent
5 points/level
Bear Abilities
Common Sense; Constriction Attack; Discriminatory Smell; Fearlessness; Hard to Subdue; Medium; Metabolism Control, with Hibernation Only; Sensitivity; and Speak with Animals, with Specialized, Bears only (-60%).
Power Modifier: Bear. This includes Temporary Disadvantage, Bad Temper (15) and Bad Temper (15), and Totem. -20%.
Flame Lord
This is a Flame Lord from GURPS Dungeon Fantasy Monsters 1 (p. 15) bolstered to serve as a low level totem. Such flame lords often have improved DX, Basic Speed, Damage Reduction against fire, and inflict far more fire damage with their fireballs – which usually add Explosion 1 – and flaming aura. Additional ST is also common, as are additional fire-based abilities. Because even these more powerful flame lords are still relatively weak totems, they can only have one vessel at a time.
Taking on the vestige of a flame lord requires ten seconds of concentration, after which, the vessel gains the ability to hurl fireballs that inflict 2d burn exp damage, ignore mundane flames, and even ignite himself for short periods of time.
Template
41 points
Secondary Characteristics: Basic Speed +1 [20].
Advantages: Burning Attack 1d (Aura, +80%; Melee Attack, -30%; Extended Duration x10, +40%) [10]; Burning Attack 2d (Costs 1 FP, -5%; Explosion 1, +50%) [15]; Damage Resistance 5 (Limited, Heat/Fire, -40%) [15]; Infravision [10].
Disadvantages: Bad Temper (12) [-10]; Pyromania (9) [-7]; Sadism (12) [-15]; Unnatural Features (Flame-red eyes) [-1].
Skills: Innate Attack (Projectile) (E) DX+2 [4].
Spirit Vessel Advantage
50 points
The base 15-point cost of Alternate Form has these limitations for a total of -15%:
- Requires Reaction Roll, -5%
- Totem, -10%
Divine Favor Advantage
Despite being formidable adversaries and powerful allies, flame lords make relatively weak totems. Only unusually powerful flame lords can even answer prayers; their Divine Favor takes the Minor Spirit limitation.
Sample Learned Prayer - Firewalker
Learned Prerequisite: Divine Favor 9.
Learned Prayer Cost: 5 points.
You can ignore all of the hazardous effects related to heat, smoke, and fire and enjoy DR 5 against heat and fire.
Statistics: Damage Resistance 5 (Limited, Heat/Fire, -40%) [15] + Immune to Heat/Fire Hazards [10].
Flame Lord Power
Source: Nature or Spirit.
Focus: Fire.
This power represents Minor Possession by a flame lord. Vessels who use flame lord powers gain some of its hot temper and more than just an unhealthy fascination with fire. Flame lords usually favor vessels with Disciplines of Faith (Mysticism or Ritualism) when it involves fire worship or pyromancy and minor Trademarks in the form of burnt offerings.
Flame Talent
5 points/level
Flame Abilities
Damage Resistance, with Limited, Heat/Fire; Infravision; Resistant or Immunity to Heat/Fire Effects; and Temperature Tolerance.
Attacks include Burning Attack for fireballs and flame jets, and Fatigue Attacks with Coughing can represent smoke inhalation.
Flame Modifier: Flame Lord. This includes Temporary Disadvantage, Bad Temper (15) and Pyromania (12), and Totem. -30%.
Mammon
Mammon is the demon of avarice, wealth, and injustice. He seeks
out prideful or greedy mortals and exploits their egos to tempt them into sin
with greater and greater rewards while slowly corrupting their souls. In time,
their prideful, power-hungry prey spiral out of control in orgies of
self-destructive excess. Mammon accomplishes this by granting his vessels
tremendous charisma and social acuity, while eroding their scruples.
Thus, not only can a vessel accomplish more in life, he feels no
compunctions against lying, cheating, stealing, or even murdering to attain his
personal goals. Mammon is a jealous totem who does not permit other spirits to
possess his hosts. Two possessing spirits fighting for control of one's soul
provokes a Fright Check with at least a -3 penalty!
Vessels take the mantle of Mammon with ten seconds of silent
mental preparation during which they ask him for assistance. While activating
this ability does not cost any FP, the vessel does gain three Corruption
immediately plus additional Corruption whenever he uses any traits or skills
listed in the lens. Furthermore, it is difficult to cast out Mammon. Only a
successful Will roll that costs 1 FP per attempt will suffice. GMs should allow
vessels to trade FP for skill at a rate of +1 to Will per FP spent.
Template
110 points
Attributes: IQ+2 [40].
Advantages: Charisma 3 [15]; Extraordinary Luck [30]; Rapier
Wit [5]; Reduced Pacifism [15*]; Smooth Operator 4 [60]; Social Chameleon [5].
Disadvantages: Callous [-5]; Greed (12) [-15]; Overconfidence
(6) [-10]; Phantom Voices (Diabolical) [-15]; Selfish (6) [-10]; Weakness (Holy
Water; 1d/minute) [-20].
Features: Affected by True Faith.
Skills: Acting (A) IQ+5† [1]; Carousing (E) HT+3† [1]; Detect
Lies (H) Per+2† [1]; Diplomacy (H) IQ+7†‡ [1]; Fast-Talk (E) IQ+9†‡ [1]; Hidden
Lore (Demons) (A) IQ+1 [4]; Intimidation (A) Will+6†‡ [1]; Politics (A) IQ+5†
[1]; Public Speaking (A) IQ+8†‡ [1]; Savoir-Faire (High Society) (E) IQ+9†‡
[1]; Sex Appeal (A) HT+2†‡ [1]; Streetwise (A) IQ+8†‡ [1].
* Remove any instance of Pacifism other than (Total
Nonviolance); replace Pacifism (Total Nonviolance) with (Self-Defense Only).
† Includes +4 from Smooth Operator.
‡ Includes +3 from Charisma.
Spirit Vessel Advantage
91 points
The base 15-point cost of Alternate Form has these limitations
for a total of -30%:
• Costs 1 FP to end,
-5%;
• Requires Will roll to
end, -5%;
The entire spirit vessel advantage also takes Corrupting, -20%; this
means that anytime the vessel uses any aspect of the template or fails a
self-control roll, the character gains Corruption as described in Horror,
9. 22.
Divine Favor Advantage
Mammon is a powerful spirit who lure the unsuspecting into
greater and greater temptation, slowly corrupting them with seemingly free
power. His Divine Favor advantage carries the Major Spirit limitation and
typically grants petitioners access to subtle "miracles" that impart social
advantages. They also offer access to unknowable secrets and hidden
information.
Sample Learned Prayer – Silver-Tongued Serpent
Learned Prerequisite:
Divine Favor 5.
Learned Prayer Cost: 3
points.
You gain +3 bonus to all reaction rolls, influence rolls, and Leadership
and Public Speaking for long enough to make a speech, impress a conference room
of executives, engage in legal negotiations, etc. Using this ability earns you
3 Corruption.
Statistics: Charisma 3
(Corrupting, -20%) [12].
Mammon Power
Source: Divine or
Spirit.
Focus: Social
Manipulation.
This power represents Minor
Possession by XXX. He is generally attracted to easily corrupted souls, but
does not give up when a vessel goes "good." He usually offers even
greater power in an attempt to eat away his victim's virtue and turn him black,
hollow, and cold.
Mammon Talent
5 points/level
Affliction*; Charisma; Cultural Adaptability or Xeno-Adaptability; Independent Income; Legal Immunity; Luck;
Mind Reading; Rapier Wit; Serendipity; Smooth Operator; Social Chameleon;
Social Regard (Feared or Respected); Status; and Wealth. * Any disadvantage
other than Weakness listed on the Vessel template.
Power Modifier:
Mammon. This is Corrupting. -20%.
Wolf Totem
The wolf embodies the highest sense of loyalty of any totem animal. Highly social, friendly, and adept at communication, the wolf overflows with generosity and compassion for its friends, and its cunning intelligence makes it dangerous to those who would threaten them. The wolf represents deep faith, profound understanding, victory, and lunar power. Those who serve as a vessel for the wolf gain its intellect, tactical cunning, keen senses, its deep sense of loyalty, recalcitrance, and vindictiveness.
The short ritual to invite the wolf involves buckling a wolf skin belt or girdle on and chanting for ten seconds. Activation costs 1 FP, plus an additional 1 FP per minute until the vessel removes the wolf skin belt.
Template
140 points
Attributes: DX+2 [40]; IQ+1 [20]; HT+1 [10].
Secondary Characteristics: Per+2 [10]; Basic Speed+0.25 [5].
Advantages: Acute Smell 3 [6]; Born War Leader 2 [10]; Combat Reflexes [15]; Discriminatory Smell [15]; DR 1 (Tough Skin, -40%) [3]; Enhanced Move 0.5 (Ground; Temporary Disadvantage, Quadruped, -35%) [7]; Night Vision 4 [4]; Reduced Consumption 2 (Cast Iron Stomach, -50%) [2]; Sensitivity [5]; Speak with Animals (Specialized, Canines only, -60%) [10]; Temperature Tolerance 2 (Cold) [2]; Ultrahearing [5].
Perks: Fast Eater [1]; Penetrating Voice [1].
Disadvantages: Dependency (Assume my natural form; Constantly; Fatigue Only, -50%) [-12]; Gluttony (12) [-10]; Gregarious [-15]; Odious Personal Habit -2 (Resists authority whenever possible) [-10]; Sense of Duty (Friends) [-5]; Vow (Always get vengeance) [-10].
Quirks: Dichromatic Sight (Red-Green) [-1]; Distinctive Features (Hairy) [-1]; Incompetence (Climbing) [-1].
Skills: Body Language (Per/A) Per+2 [8]; Brawling (DX/A) DX+2 [4]; Detect Lies (Per/H) Per+1 [4]; Intimidation (Will/A) Will [2]; Leadership (IQ/A) IQ+1 [2]; Running (HT/A) HT [2]; Stealth (DX/A) DX [2]; Strategy (IQ/H) IQ+1 [2]; Tactics (IQ/H) IQ+1 [2]; Tracking (Per/A) Per+4 [2]; Wrestling (DX/A) DX+2 [4].
Spirit Vessel Advantage
138 points
The base 15-point cost of Alternate Form has these limitations for a total of -25%:
- Accessibility, requires donning a wolf-skin belt, -5%
- Costs 1 FP, -5%
- Requires Reaction Roll, -5%
- Totem, -10%
Divine Favor Advantage
The wolf is a major spirit willing to perform miracles on behalf of petitioners and vessels. Its Divine Favor takes the Major Spirit limitation.
Sample Learned Prayer - Howl at the Moon
Learned Prerequisite: Divine Favor 5.
Learned Prayer Cost: 3 points.
Canines will generally ignore you unless you, personally, threaten or attack them. Whenever you first encounter any dog or wolf, the GM will roll against your IQ; on a success, the GM will tell you how the dog feels. Moreover, you can use influence skills normally with them, and even speak with them.
Statistics: Animal Empathy (Specialized, Canines Only, -60%; Totem, -10%) [2] + Brotherhood of the Wolf [1] + Speak to Animals (Specialized, Canines Only, -60%; Totem, -10%) [8].
Wolf Power
Source: Divine, Nature, or Spirit.
Focus: Qualities of the wolf.
This power represents Minor Possession by the wolf. Vessels who use wolf abilities gain the wolf's need for companionship and its intense loyalty to its friends. The wolf typically prefers vessels with a Sense of Duty and a minor Trademark in the form of offerings of food.
Wolf Talent
5 points/level
Wolf Abilities
Acute Smell; Born War Leader; Combat Reflexes; Discriminatory Smell; Empathy; Fit; Night Vision; and Speak with Animals, with Specialized, Canines only ( -60%).
Power Modifier: Wolf. This includes Temporary Disadvantage, Chummy and Sense of Duty (Friends), and Totem. -20%.
Nice worked examples!
ReplyDeleteThank you! I tried to provide a pretty wide variety of them. I hope they help demonstrate the versatility of what can be done with this approach to totem spirits.
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